The Barkeeper - Conversation and Skill Checks in general

By derroehre, in Game Masters

So, I was just thinking about my next campaign and a barkeeper I expect my PC's to converse with him about the local who is who and so on.
And I was wondering how you all handle such a classic situation Skill-Check-wise.

Let's say they enter the Bar, take a look around, enjoy the ***** (ed: I meant) Bith on stage playing a mean kloo horn, some armored Gammorreans binge drinking in the corner etc. etc. etc.

The PC's order some drinks and start talking to the bartender.

Whats the town like, we've seen some damages on the city wall?
-Well its been rough since [blank1] came here and...
What's up with those Grunters?
-Seems like they each ordered themselves Gammorrean Mail Order Brides and there was a mix up and the agency send just one so whoever drinks the most gets the date with her.
Know anything about the [blank1]?
-Not much but [blank2]
Can you tell us where we can buy [illegal blank3]?

-Ask for a special dance by Candy ...

etc. etc. etc. not in these words, since conversations tend to be way less straightforward, so that would probably be 3-4 roleplayed sentences spoken by both sides .

Normally I'd have the talking PC do a fitting Social Skill Check (Charm/Deceit/Coerce/... with e.g. boost for the generous tip, or setback for their offworld uniforms...) and then just take Additional Checks when

  • the topic changes considerabily
  • they change the tone of the conversation (coerce/negotiation/possibly streetwise)
  • or strike sensible topics.

I don't want to roll every for every little sentence but sometimes I really think it would be appropriate, even tough it would slow the game down a lot.

So in this example that would probably be

  • one check at the start of the conversation that decides the general attitude towards the group (setback - grumpy/annoyed/get-out-of-here/they-look-like-on-those wanted posters/...)
  • and depending on their choice of words or barkeeps attitude towards [blank1] and the first roll another one, (maybe he's scared or loyal to/of [blank1] )
  • and very, very likely another for information on the illegal goods (maybe not if there was a wild triumph on a previous check)

So in general I tend to add up the checks that happen in my head and keep them in mind. I guess I could also write something in my notes along the line of "after the PC's reach a combined ammount of 4 threat in the conversation he's grown bored and goes back to pouring blue milk to the other patrons/tells them to order more or leave" or "6 combined advantages and he confides the off the menu prices for killer sticks" but I like to improvise these things.


So how many checks and why or when do you demand during "normal" conversations? Examples would be much appreciated, EotE is my first RPG, so I don't really know how this is handled normaly.

ed: sensible spelling

Edited by derroehre

this is where the Far Horizons book comes in so handy... it explains this is great detail.

Carousing rules also help for this kind of thing.

Too bad my players SUCK at this.. i practically have to feed them the information, and then they complain about being railroaded :huh:

Skill checks are not necessary for common conversation. If you're trying to push the guy into saying more than he ordinarily would reveal, then use the relevant social skill. I usually allow each skill to be used once, but I upgrade the Difficulty of the check once for each previous check used. So, if Charm doesn't work, you can try tricking them with Deception, and you can even follow that up with a bribe using Negotiation or just go for intimidation with Coercion. Regardless, each subsequent check is getting harder (and will also be modified by outcomes on previous rolls).

What exactly are the characters trying to achieve? I think you're overthinking things and making this too complicated. If it's just background info, give it to them: when they come in and talk to the bartender, tell them that he mentions the Gamorrean mail-order brides, etc.

If they're looking for specific information (the location of someone they're trying to track down, a dealer in stolen goods, etc.) let them make a check. Streetwise or Charm may be appropriate. But if you just want to feed them information they don't even know they need, why are you making them roll?

My attitude is more or less as follows:

We have extensive rules for combat and blasters because we can't do those things ourselves around the table. (Or to be precise: shouldn't). But conversations and pretending to be other people, are things we can do. And it's little fun to replace such immersive and entertaining activity with a few bland dice rolls. So there should always be a place for using actual dialogue at the table. But if such role-playing has no significance, i.e. is relegated to mere fluff before the Mighty Dice, then that place is diminished and people do it less or even find it jarring when it clashes with the outcome.

So what I like to do is have a bit of conversation and then make a roll at a point in the conversation that feels right. If the players have role-played well, have turned the conversation in ways I think are beneficial or exploited things I think would help, they get boost dice. Conversely if they mess up, I could give setback dice. Though mostly such role-playing is an opportunity for players to gain benefits rather than an exam to see if they get penalties. Seldom should people be punished for getting into the game!

Normally there's only one thing that PCs are after - buy the speeder, bargain for more money, etc. So it's role-play a bit, make the roll and then a little more dialogue based on the results. You have multiple attempts for things going on in the same conversation. I would do this one of three ways:

Role-play dialogue a bit and each time they ask, make their roll. (By the way, try to get multiple players asking stuff so everyone gets to roll, not just the "face"). That's fun and dice rolls are very quick in EotE so it wont weigh things down too much. And it will let them average out the good and bad rolls. I quite like this.

Alternately, have them make one roll and for each Hit, one of their questions will be answered. You then role-play out the conversation accordingly.

I kind of like the first, myself. But these are both suggestions I think could work.

Don't forget to add effects for Advantage, Threat, Despair and Triumph. Advantage could lead to better information or things unasked or a boost dice to the next roll (if you get a couple or more). Triumph could be the barkeeper actually volunteering advice ("when you go to meet X, take some szlor-szlor berries, she loves those"). A Despair or enough Threat could be the end of the questions for now, so the PCs can keep going until they roll a bad enough result that the barkeeper shuts up for now. (Despair == the Wookie Marauder getting impatient and demanding loudly "where can we buy Death Sticks?")

I hope this helps.

Edited by knasserII